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Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Fizz Build Guide by BackFizz

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FIZZ.EXE

By BackFizz | Updated on May 1, 2019
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Runes:

Domination
Electrocute
Sudden Impact
Eyeball Collection
Ultimate Hunter

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Middle Lane
Ranked #15 in
Middle Lane
Win 53%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Farming

With Fizz you have a good farm advantage early to other midlaners with his Seastone Trident. Autoattack the minion early then wait until the Seastone Trident stack is full. If you kill the minion with Seastone Trident you can recieve all your mana from this ability back.
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Fizz Passive: Nimble Fighter

Innate: Fizz is perpetually Ghost and takes 4 - 14 (based on level) less physical damage from basic attacks, calculated before armor.

Nimble Fighter is very nice to dive your enemys, because you cant be blocked while running out of the tower what is mostly a problem. Also in Teamfights you a little bit faster because you dont need to walk arround the minions.
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Fizz Q: Urchin Strike

Active: Fizz dashes a fixed distance towards the target enemy, dealing Attack damage 100% AD physical damage, and bonus magic damage.


Bonus Magic Damage:
10 / 25 / 40 / 55 / 70 (+ 55% AP)

The physical damage applies on-hit effects to the target and will apply the passive of Seastone Trident to all enemies he passes through.


Fizz Q Urchin Strike is a nice getcloser. You can easily use it to follow up your enemy. Keep in mind that Urchin Strike marks every enemy and minion through his path with Seastone Trident wich allows you to do more damage.
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Fizz W: Seastone Trident

Passive: Fizz rends enemies on-hit, and those affected by Chum the Water's lure or shark, dealing them magic damage over 3 seconds, and marking them for 6 seconds.


Total Magic damage:
20 / 30 / 40 / 50 / 60 (+ 40% AP)

Active: Fizz's next basic attack is empowered, granting it 50 bonus range and resetting his auto attack timer. The empowered strike deals bonus magic damage. If the target has been marked for at least 2 seconds, the damage dealt is tripled.


Bonus Magic Damage:ยป
20 / 30 / 40 / 50 / 60 (+ 40% AP)



If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds mana.


Mana Refunded:
20 / 28 / 36 / 42 / 50


Seastone Trident is a huge damage spell on Fizz. You can choose if you max. Seastone Trident or Playful / Trickster what is your E. I recommend to max. Seastone Trident if your enemy has much mobility like a Katarina. If not I prefer to max. Playful / Trickster.
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Fizz E: Playful / Trickster

SINGLE CAST: Fizz vaults towards the target location, becoming Playful untargetable for 0.75 seconds while balancing on his Trident. If the spell is not cast a second time, Fizz completes his vault after a brief pause and splashes onto the ground below him, dealing magic damage in a radius to nearby enemies and Slow icon slowing them for 2 seconds. Both dashes may be directed separately.

MAGIC DAMAGE:
70 / 120 / 170 / 220 / 270 / (+ 75% AP)
SLOW:
40 / 45 / 50 / 55 / 60%
Trickster
DOUBLE CAST: Fizz dismounts his trident without pausing, allowing him to perform both dashes in a quick succession. Upon landing, he deals damage to nearby enemies. The damage dealt is the same as the single-cast version, but with a smaller radius and without applying a slow.


Fizz E Playful / Trickster is for me the most important spell because it makes you untouchable and moveable at the same time. If you max Playful / Trickster it makes a lot of damage as well. Wait for your enemys spell to dodge it with Playful / Trickster after you have a nice choice if you go in or not. Keep in mind that if you hold your second cast that you have a bit time to cast it again. If you hold it long as possible you have a bigger damage range at least. If you want to be fast you can reactivate it instantly.
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Fizz R: Chum the Waters

ACTIVE: Fizz throws a lure forward in a line that attracts a shark, causing it to emerge after 2 seconds, dealing magic damage, Airborne icon knocking aside surrounding enemies and Slow icon slowing them for 1.5 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance.

GUPPY (<455): 40% slow, 200 eruption radius and 150 unit knockback distance.

GUPPY DAMAGE:
150 / 250 / 350 (+ 60% AP)
CHOMPER (455-910): 60% slow, 320 eruption radius and 250 unit knockback distance.

CHOMPER DAMAGE:
225 / 325 / 425 (+ 80% AP)
GIGALODON (>910): 80% slow, 450 eruption radius and 350 unit knockback distance.

GIGALODON DAMAGE:
300 / 400 / 500 (+ 120% AP)
If an enemy champion intercepts the lure as it flies, it binds to them and causes the shark to emerge at their position. The lure's holder is Slow icon slowed for the duration and Airborne icon knocked up for 1 second instead of away.

Seastone Trident Seastone Trident is applied to the enemy the fish attaches to and all enemies affected by the emerging shark.


Fizz ult Chum the Waters is a huge damage spell with a high range. Try to hit Chum the Waters on max range to do much damage as possible. If your lure hits you have enough time to walk next to your enemy and do a full damage combo wich I explain in the next parts...